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Select Unlock Band

Weapons are priced by how deep their unlock sits in a role track, not by name. Pick the band that matches your gun — if you are unsure, pick anything and name the weapon below; we confirm the band with you before we start.

Name the Weapon

We map the weapon you name to the band above. Unlock requirements move between Early-Access patches, so if your weapon turns out to sit in a different band we contact you before starting — we never silently charge more.

💰The order covers both halves of the unlock: the role levels that gate the weapon and the one-time cash cost at the vendor.
🎮This service is piloted: our player signs in and plays on your account.

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Estimated Completion12-24 hours
Order Summary
Weapon Unlock
Entry unlock — weapon to be named
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Wardogs Weapon Unlock — data & details

Weapon unlocks are sold in four effort bands rather than as a fixed weapon list. Each order covers both halves of an unlock: the role level the weapon sits behind, and the one-time vendor cash, so the gun is actually buyable when the account comes back.
BandWhere the weapon sitsPrice
Entry unlockThe first stretch of its role track€14.90
Mid unlockMid-track — a real climb on one role€54.90
High unlockDeep in the track, with a heavy cash gate€148.00
Top-tier unlockThe end of the known reward track€319.00

Why bands, and not a weapon menu

Every per-weapon level gate in circulation for Wardogs comes from the closed beta, and the source that publishes those tables says in the same breath that it expects the rewards to be shuffled around at release and after wipes. Bulkhead has already confirmed one gate is moving: the L2A6 tank shifts to the Driver progression track in Early Access. A hardcoded weapon table on a live page would therefore be wrong within weeks, and a wrong price is worse than a flexible one. So you name the weapon you want at checkout and we map it to the band that matches the work — the price you see is the price of the job, not of a number we copied from a beta spreadsheet.

What is actually included

Two things, because Wardogs gates a weapon twice. First the role level: weapon families feed different tracks, with assault rifles and pistols on Assault, SMGs on Medic, snipers, marksman rifles and the Compound Bow on Recon, and shotguns, LMGs and launchers on Support, as reported by the most reliable guide available. Second the cash the vendor charges the first time you take the gun — we cover that, so the unlock is complete rather than merely eligible. If the level is all you want, Role Leveling is the cheaper order; if you want a balance to spend across several unlocks yourself, take a Cash Farm instead.

A note on permanence

Unlocks are the durable half of Wardogs progression — but only half of it is durable in a way anyone can promise. The best-sourced guide available reports that regular wipes will reset the game's economy and says it cannot tell you whether role progression resets alongside it. Bulkhead has not published a schedule either way. We would rather you heard that here than after a patch note: buy the unlocks you want to use now, and treat a wipe as a live possibility in a game four days into Early Access, with one to two years of it expected.

The account-risk line you should read before buying

Weapon Unlock is piloted — a booster signs in, earns the level and pays the vendor. Wardogs' publisher is unusually explicit about that kind of purchase: the WARDOGS Enforcement Policy (updated 7 September 2026) prohibits "boosting, and playing to farm rewards rather than to play the game" and warns players off "paid services offering unlocks, progression, cosmetics, stat boosts", while the Team17/Everplay EULA (updated 10 September 2026) treats boosting, account sharing and multi-accounting as cheating. The sanction ladder ends in a permanent ban that is usually accompanied by a hardware ban, may extend to other games the publisher operates, and is not appealable. We use a region-matched VPN and keep the session unremarkable, and we will not promise you it is undetectable. Pro for Hire is the self-play alternative: you keep the account, our pros just play with you.

wardogs Weapon Unlock: Frequently Asked Questions

A weapon in Wardogs sits behind two gates: the level of the role its weapon family belongs to, and its in-game cash price. Weapon Unlock clears both. You name the weapon in the order notes, a booster levels that role far enough to open the gate and farms the cash the unlock costs, and the weapon is on your account when the order closes. It is priced in four bands according to how deep the gate is and how much cash the unlock takes: €14.90 entry, €54.90 mid, €148.00 high and €319.00 top. Orders are piloted behind a region-matched VPN and played by hand in live matches, with progress logged after every session.

The band follows the work, not the name. Entry covers the early sidearms and first-tier rifles: a shallow role level and a small cash price. Mid covers weapons that need a real stretch of one role track and a cash price to match. High and top are the late-track weapons - the deep marksman, heavy and specialist families - where the role level is a project in its own right and the cash price is the larger half of the job. We will not publish a per-weapon level table for a game that entered Early Access on 10 September 2026 and is still tuning its unlocks; ask in chat or in the order notes and we will tell you the band for the exact weapon you want before you pay.

Ask and we will tell you. Anything in the game that is reachable through normal play is orderable; only the band changes. If you want several weapons, one order can carry them - list them in the order notes and your booster works through them in sequence. For an unusual request, or a combination that does not sit neatly in a band, use Custom Order - AI Quote and you get a price for the exact job instead of an approximation. We do not sell accounts that already have the weapon, and we do not sell Gold Bars.

Once unlocked it is unlocked, with one honest caveat: the best available account of Wardogs progression says there will be regular wipes that reset the game's economy, and BULKHEAD has not published what a wipe does to unlocks. We would be guessing if we told you an unlock is permanent, so we will not. What we would tell a friend is to order a weapon close to when you actually want to use it rather than stockpiling unlocks, and to expect gates to move during Early Access - the developer has already confirmed that tanks are shifting from one track to another.

Not for the unlock itself - the cash the unlock costs is part of this order and the price you see covers it. What the order does not cover is what you spend afterwards: you buy a loadout out of your balance every life, so a newly unlocked weapon still needs a balance behind it to field regularly. If you want that cushion, Cash Farm banks it at €5.75 per 100,000, and the two orders can run back to back with the same booster so nothing is played twice.

Piloted, because the role XP and the cash both have to be earned on your account. A booster plays the sessions behind a region-matched VPN, without scripts, macros or XP-farm servers, and we ask you to stay out of the game while a session runs. Be clear about where the publisher stands: the WARDOGS Enforcement Policy prohibits boosting and paid services offering unlocks or progression, the Team17 and Everplay EULA classes boosting and account sharing as cheating, and a permanent ban is usually accompanied by a hardware ban that is not appealable. We do not claim to be undetectable or guaranteed. Pro for Hire is the self-play route: our player joins your squad, never signs into your account, and you unlock the weapon yourself with a professional in your team.

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